Demonic Spiders: Roguelikes

The Demonic Spiders in Roguelike games are what other games' Demonic Spiders have nightmares about.
  • The soldier ant in Nethack has no special/magical abilities—and yet is the most common cause of deaths in the game, thanks to their speed and numbers. It's not the only monster with a reputation, but fights for the spot of worst creature with floating eyes, leprechauns, nymphs, gremlins, eels, krakens, mind flayers, master mind flayers, green slimes, cockatrices, chickatrices, black dragons, liches, arch-liches, rust monsters, disenchanters, iron golems, air elementals, the Gnomes With The Wand Of Death, and minotaurs to an extent. By this point, the astute reader has picked up that Nethack isn't a "game" as much as an extremely prolonged form of masochism. Ask any serious player.
    • You left out Vrocks. They summon other Vrocks. The summoned Vrocks then go on to summon even more Vrocks. We are sorry that "Vrock" now no longer looks like a word.
      • What you need is some Vrolls.
    • Werecreatures (wererats, werejackals, and werewolves) can infect you with lycanthropy for every attack that hits. Lycanthropy causes you to randomly polymorph into one of the same types of monster that attacked you, unless you have protection from shape changers. Wererats and werejackals have such terrible carrying capacity that you'll almost certainly by incapacitated as soon as you shift, while werewolf transformations will destroy any shirt, armor, or cloak you're wearing. Even worse, lycanthropy is nigh-impossible to cure; if you can't pray for whatever reason, you just have to hope you run across a sprig of wolfsbane or a bottle of holy water.
    • Nymphs don't directly hurt you, but you'll be wishing they did. They steal items, up to and including the weapon out of your hand and the armor off your back. They can also immobilize you, during which time they'll steal literally everything you have. Even worse, they'll teleport away as soon as you get ready to hit them back. If you get unlucky, it's very likely you'll end up running around the floor in your skivvies with whatever weapon you can grab off the floor, hoping you can corner her and get a good hit in to kill her before you run into whatever other Demonic Spiders are on the floor. Leprechauns are similar but less evil, preferring instead to steal gold.
      • On the bright side, both Nymphs and Leprechauns tend to spawn sleeping, where you can slip by them if you don't wake them up. That won't help you, of course, when a water nymph pops out of the fountain you were dipping your longsword in.
    • Most quadruped enemies are Mighty Glaciers; slow, but obscenely powerful once they get close. Except NetHack tends to deemphasize the 'glacier' part, while focusing on the might. The most infamous of these is the mumak, a ferocious war elephant with a headbutt attack that does 4d12 damage. At the levels you're likely to start encountering them, a couple of those can almost certainly kill you, and they get multiple attacks per turn, at least one of which will be a headbutt.
      • Then, you have the exception to the rule: the leocrotta. It's not only exceptionally powerful, but it's incredibly fast.
      • Nethack, at least, includes one way to relieve yourselves of your most hated Demonic Spiders: A scroll of genocide can wipe out an entire species (for example, one type of lich) or an entire class of monsters (for example, all liches), depending on how blessed it is. Unfortunately, this won't work on some enemies.
    • Mimics, which hide in shops and disguise themselves as items. If you don't have the Genre Savvy to recognize an item that doesn't belong in the shop, or if it's a general store, then you'll end up stumbling across it and getting attacked.
    • Every monster in this game that aren't Goddamn Bats are Demonic Spiders. Arguably the only monster that doesn't leave you feeling sore if you aren't properly prepared would be the Grid Bugs, tiny little bugs who occasionally hit for a whole point of damage, and Lichens, which, while similar to much more deadly fungi, only has a passive that makes you stick to it and dies in a couple hits (Sometimes dropping vegan food that never rots!).
    • Giant eels, electric eels, and krakens only live in water, which should make them mostly harmless, right? Wrong. When you pass by them, they'll pop out and grab you. If you can't get away from them or kill them within a few turns, they'll drag you into the water and drown you.
  • ADOM has summoners, such as werewolf lords, which create other summoners, which in turn summon others, filling the level before you take 4 or 5 steps towards it. Due to a feature of the levelling system which strengthens monsters according to how many you have killed, this quickly becomes tiresome, and later on, lethal. Blink dogs that teleport away to multiply, jackalweres, dark elven wizards which can call spiders that are now as strong as giants... It's no wonder that one of the best pieces of advice for newbies is, "Kill breeders/summoners on sight. If you've killed too many minions, run."
    • The Battle Bunnies. A level filled with fast-breeding bunnies with Nasty Sharp Pointy Teeth. What's more fun? Scrolls of Vermin Control, which normally "neuter" every breeding creature on the level, go up in smoke on this level. The player's only chance is to use magic to beeline through the crowd and take down Bugs Bunny, thereby keeping the remainder from breeding. Though Bugs is not actually described as being a rabbit himself.
    • Ghosts can pass through walls and have an aging touch, making them this to any player race with a short lifespan. A "tension room" full of ghosts can easily surround an orc or troll in a corridor and age him to death.
    • Ogre magi are at least as tough and strong as normal ogres, and can cast invisibility on themselves and ice spells at the player.
    • Dark elven priestesses, princesses and wizards (called spider factories) are particularly nasty summoners. Not only they summon hordes of spiders, which fill the area with immobilising webs and use poison, but have themselves nasty attacks such as paralyzation and energy ray spells.
    • Liches. Normal liches are fairly tame, possessing only a confusion attack, glowing balls, a healing spell and the ability to paralyze the PC in melee. Then you get master liches, which can do all that, plus summon other undead monsters and curse inventory items (or the PC!) in melee range. Lich kings are when things start getting nasty, with the ability to summon virtually any random monsters, drain stats in melee range, and improved versions of the previous lich abilities. Finally, there's the dreaded emperor lich, with extremely potent versions of all the previous lich abilities, and the ability to cast Death Ray.
    • Writhing masses of primal chaos aren't particularly threatening when they show up naturally; however, if a monster repeatedly walks over a corruption trap, then they can turn into one. They have multiple attacks per turn, which corrupt and have a slowing effect; if you get slowed, then they will start hitting you dozens of times for every single turn you get, easily killing an early game character, or possibly even corrupting them to death.
    • The mercifully rare minotaur mages. They have a terrifyingly potent confusion spell, and are extremely efficient at draining your stats when you stumble into melee range.
  • TOME:
    • The Nazgul aka the Ringwraiths. If they hit you, you get infected by the Black Breath, which slowly drains your stats and hard-earned experience. If you hit them it destroys your weapon and gives you Black Breath, and it doesn't even hurt them if it isn't a magical weapon. Magical weapons count...but they get damaged, and it's very hard to fix them. This is in addition to the other magical attacks and summons they can do. Oh, and even if you luck out and "kill" them, they'll keep coming Back from the Dead until Sauron is killed. Permanently, as Sauron will keep coming back until the One Ring is either used or destroyed. Not a bad depiction of them, actually.
    • The RNGs, when you first meet them, in the forest. One is easy to kill. But they breed, so if they are awake you'll be facing more than one. They hit to confuse, meaning you can't aim attacks, or use any escape/healing magic. (And they occur several levels before confusion resist becomes common.) Oh, and they can move through trees, so that forest that's limiting your sightlines and probably hindering your movement? Yeah, the'll come straight through that.
    • TOME 4 has...any mages and ranged attackers. The systems was designed such that those enemies are always deadly. When you get to the second half of the game, add Orc Berserkers and Elite Berserkers. And the horrors.
      • Although the archers' threat are lessened if you're capable of doing ranged attack, they can still be a pain if you fight them in dark dungeons without good light source or spells, since they can see you when you can't see them.
      • Mages can do a lot of damage, and when faced with corruptors and blood mages, they are capable of inflicting you with diseases and even lower your resistance, which means that all following up attacks will deal even more damage.
      • Berserkers have loads of health, can rush you from a few squares away, and deal a crap ton of damage per hit.
      • The horrors vary wildly, some are easy, some has very nasty attacks, but the worst thing is if you face ones in the latter category that is generated with crapload of resistance.
  • Z Angband has The Disembodied Hand That Strangled People. The name says it all.
  • "Q: How do you kill an Ancient Multi-Hued Dragon? A: You don't."
  • The Slimes in Rogue, due to their tendency to replicate themselves and surround you.
  • A large number of enemies are brutal in the roguelike Spelunky. While common enemies like the bats aren't too difficult to kill, some are just plain evil:
    • The yetis in the Ice Caves from Areas 9 to 12 are immune to your normal whip attack, somewhat durable, and can chain-throw you to death easily. Many deaths often result in these evil creatures tossing your corpse back and forth like a baseball.
      • The Cultists in the final areas of the game are worse, as they are not only capable of said chain-throws, they are also fast and can jump after you.
  • Dungeon Crawl, while not as punishing as Nethack, still has many non-unique enemies that are quite unfair. Most of them have a powerful smiting attack, i.e. a ranged attack that cannot miss and does not require line of sight (which means the player is unable to retaliate if other enemies are in the way, barring the use of one of the quite rare (and hard to cast) smiting player spells.
    • The earliest ones the players encounters are the orc priests, often found before level 5 of the dungeon. They have a smite attack allowing them to kill you with holy wrath from their god while standing safely behind a couple of regular orcs that shield them from anything you could cast at them. The best defense at this point is having a spell with an area of effect, which is part of the reason Mephitic Cloud (as the only low-level area spell, which has the benefit of disabling casting) is so useful.
    • Unseen Horrors have the speed and erratic movement patterns of bats, but hit substantially harder. And they're invisible, which means actually targeting them is a challenge in and of itself. They begin appearing around Floor 8 of the Dungeon, and are the reason See Invisible is important for any character.
    • Jellies are usually not a problem for any caster, but trying to fight them in melee temporarily corrodes your equipment, weakening your defense and making your attacks significantly less potent. It gets worse for ranged fighters, as jellies heal by eating the ammo you throw at them— unless it's rocks, which don't do that much damage in general. Luckily, they are quite slow so unless you get cornered you can usually get them.
      • The advanced jellies are also very nasty. Death oozes are extremely fast, and pack rotting attacks as well as corroding your equipment. Acid blobs spit extremely accurate acid splashes at you; even with corrosion resistance, you'll take a lot of damage. Azure jellies deal horrifying cold damage every time they hit you; up to 88 damage per hit if you lack cold resistance.
    • Pretty much any eyeball-type monster, but the crown goes to the humble giant eyeball. If it can see you, it can paralyze you. Doesn't matter if there's monsters, clouds of gas, or even transparent walls in the way, if you're in its line of sight, you are at risk of paralysis, unless you have stasis. Honorable mentions go to shining eyes, which will repeatedly mutate you into a weak, twisted mockery of yourself, and eyes of destruction, which fire irresistible energy bolts. All of these, as well as jellies, populate the Slime Pit.
    • The Spider Nest is a branch that has one chance out of two of appearing instead of the Snake Pit in a game. As the name implies, it's full of spiders, and unless you are poison resistant (or even better, poison immune, which means you are playing a Gargoyle or an undead) many of those qualify as Demonic Spiders. Some have an extremely nasty poison that will bring down the toughest characters in a few turns, which can quickly burn through your stash of potions of healing. Some have an attack that confuses the character, allowing their allies to swarm you. Some throw insanely powerful orbs of destruction at you while staying on the edge of your line of sight. And worst of all is the ghost moth. It's invisible, extremely tough, very fast, it eats away you magic just by being in your field of vision (except you can't see it... because it's invisible), and has a confusion-inducing melee attack. Oh, and unlike most of the denizens of the Spider Nest, it's also poison resistant.
    • Almost every monster specific to the Abyss, with the exception of abominations, is a Demonic Spider. One of the worst offenders is probably the Wretched Star, which has a smiting attack that gives you bad mutations. Those mutations go away eventually as you kill monster, but it's not that easy to kill things when you're considerably slower than monsters, have -30% HP and MP as well as diminished stats, don't regenerate HP anymore, shout regularly to attract monster's attentions and have a 30% chance of failure when using scrolls.
    • Nearly everything in the Realm of Zot:
      • Electric golems are extremely fast, blink constantly, and will happily wreck your day with thrown lightning bolts. Not only is electricity resistance a complete pain to actually get, but it only provides partial protection against electrical attacks. Good luck actually getting into melee range with these guys, let alone hitting them.
      • Orb Guardians, found in the Orb of Zot's chamber, are simple melee attackers, except they're fast, tough enough to soak up lots of abuse, hit like a truck, and like to swarm you while you're engaged with some of the more exotic monsters in Zot. While difficult normally, they become nigh-unstoppable when they're enraged.
      • Moths of Wrath can berserk anything within four tiles of them, and they are everywhere in Zot. While this can potentially disable dangerous spellcasters, it's generally worse to have a pack of enraged draconians coming after you. Their bites can also berserk you, although thankfully they're so weak they usually don't last long enough to do that.
      • Finally, you have the big two: Ancient Liches and Orbs of Fire. Ancient liches are horrifyingly powerful undead sorcerers with broad spell lists; they can summon greater demons to torment you and blast you with hellfire, melt your equipment with acid, cast you into the Abyss, raise zombies to mob you, turn invisible at will, or just kill you with high-power conjurations. Orbs of fire lack an ancient lich's versatility, but make up for it with sheer power; they are extremely fast, beefy enough to tank several strong hits, have near-perfect elemental resistances, and can either roast you with brutally powerful fire magic or mutate you to death.
  • Dwarf Fortress has had many of them, true to its motto "Losing is Fun!"
    • Appropriately enough, Dwarf Fortress has a literal Demonic Spider: the dreaded Giant Cave Spider, who can immobilise you with webs before you've even seen them, completely paralyse you within a few rounds, and are entirely capable of reducing you to a soggy pile of dwarven gore with their basic melee attacks. They're also super fast and tough and have redundant limbs covered in hard chitin, making them incredibly hard to take down even if you survive them for so much as a second.
    • Elephants in the earliest versions were the most feared and revered animal in the history of Dwarf Fortress. Older versions of DF scaled physical strength with size — and elephants are huge, making them horrifying Lightning Bruisers. One good example of this was Boatmurdered; packs of elephants would suddenly attack and eat dwarves, their enormous tusks gleaming red with blood. Such was their brutality that they were named the king of all beasts, and a undead elephant was a symbol in itself in dwarven culture and society to mean brutality, terror, death and destruction.
    • Carp in the 40d version. Nothing but sheer terror awaited dwarves that settled near a stream or river. They attack creatures outside of water as if they were in, even though they're half the size of a dwarf. Due to a bug, they constantly raised skill and thereby their physical attributes just by swimming.note  This made their default attack do 1-6 damage, compared to a dwarven punch of 1-2 damage. Coupled with the fact that dwarves are not known for their swimming habits and can be dragged underwater in the blink of an eye, or even just "dodging" into the lake, it got so bad that Toady One himself said "I think I made the fish too hardcore." They've since been toned down, but their reputation as stone-cold dwarf killers remains.
    • Circa DF2010 (0.31.25), the King of Beasts is the fuzzy ball of anger, hate, and claws known as the badger. A single badger is no threat, but they move in huge pack able to skillfully rip even an armored dwarf to death in seconds. Worse yet, there are also Giant Badgers; no one who has ever seen a Giant Badger has lived to tell the tale. As if one becoming enraged at the slightest provocation and effortlessly ripping a dwarf to bloody ribbons alone wasn't enough, they also come in large packs that can even swarm and kill a full armored military squad. Adventurers can handle badgers fine enough, though.
    • Giant keas are surprisingly lethal for what are basically overgrown parrots with serious kleptomania. They run on a policy of step one, go into fortress; step two, try to steal stuff; step three, kill every dwarf they come across. While they can be killed, they're still fast-moving, high-damage dwarfrippers.
    • And then there's Giant Sponges before DF2014. Yes, sea sponges. Your dwarves' Artificial Stupidity makes them fight sponges to the death — and since sponges have no vital organs, blood or even targetable limbs, they were effectively immortal before the combat overhaul, so the dwarves either drown trying to reach them or get pushed to death. (Yes, they have a slam attack. Despite being immobile.)
    • Anything with a projectile-based weapon. On paper, arrows and bolts deal about as much damage as any other attack ("any other attack" meaning a hit from a spear, and that a particularly fine kitten-bone bolt does as much damage as a basic iron spear). However, they deal 'piercing' damage, are nearly unblockable, and rarely miss or "glance away", which means that any arrow that hits will more than likely deliver fatal damage to your various organs. In Adventure mode, they can also shoot at you from several screens away, meaning that your Legendary Swordmaster, who can effortlessly fight off entire crowds of foes and strike down Demons without taking a single hit, can be killed by a single arrow fired by a novice archer that shouldn't even be able to see you. In Fortress Mode, you can have entire armies of bowmen descend upon you, perforating your champions with dozens upon dozens of missiles the minute the idiots stagger outside to do battle. It's a frustrating experience, but then again, most Roguelikes are. Before the 0.40.11 update, two separate bugs made ranged weapons even worse. Projectiles almost completely ignored armor material properties, meaning that if that arrow hits you, you'll probably end up on the ground bleeding to death, even if you're wearing full steel plate with adamantine mail. Worse yet, archers had virtually no attack delay, making crossbows more like Gatling guns rather than crossbows.
    • The Legions of Hell, appropriately enough. Not because they are individually tough, not because they fly, only partly because they're stealthy and avoid traps, but mostly because some of them set everything nearby on fire AND breathe massive bursts of fire. On the positive side, you'll never get more than a few dozen on any one map, and if you defeat them all you can then amuse yourself by chucking garbage and enemies into Hell. Post-2010 update, however,the number of demons is now either several billion or infinite, and some of them, lacking multiple body parts or vital organs and blood, are functionally immortal. Evidently, Toady One decided the old Hell was too easy.
    • Orcs from some of the mods can veer into this; not only are they bad-tempered, fast-moving and obscenely tough, but they turn up in swarms, right from the first winter, they are immune to automated traps, and they can kick open locked doors. The only reason forts with orcs modded in survive more than an in-game year is that they are still susceptible to the more...elaborate deathtraps from the twisted imaginations of DF players, such as drowning chambers, drop chutes, and atomsmashers.
    • Adventurers' worst nightmares are bogeymen, who spawn in mid-sized numbers, are VERY good at dodging, can teleport to you if you run away, and only appear in total darkness. Despite being small, they can sometimes KICK IN YOUR SKULL THROUGH A STEEL HELMET. And they don't need to be great, because they dodge enough that it is almost impossible to hit one! Oh, and some can fly. The only good thing about them is that even a single companion will stop them from spawning, but it is very possible to be attacked and killed while you go to a fortress to get a companion who won't get killed on your first quest, or while going back to civilization after all of your companions died in a quest. Not much fun, but lots of Fun.
    • As a corollary to all of the above, anything else can be included on the list as long as its a zombie. Zombified creatures don't feel pain, which means they will not stop attacking until destroyed. Back in the day they couldn't be destroyed at all since they didn't have vital organs. A patch in 0.31 turned zombies into the first enemies in the game to have Hit Points — which were removed in 0.40, making them hard to kill again, despite their greater vulnerability to blunt weapons. And yes indeed, long-time players keep modding zombified creatures in to make their game even harder.
      • Since the 2012 version (0.34.11), zombies in some evil biomes may spontaneously rise from the dead. The catch is that "zombie" does not necessarily have to be a whole creature — body parts, bones, skin, hair, and even mussel shells can rise from the dead. That angry goblin corpse that your swordsdwarf killed? You've only made more zombies by cutting it up. Worse, if a zombie kills a living creature, that living creature will itself become a zombie, eventually spiralling into an uncontrollable Zombie Apocalypse.
      • A subtype of the undead are "husks", zombie-like monsters with a singular hate for all life. Certain evil biomes feature clouds that turn normal creatures into husks; once they're turned, they're nigh impossible to kill and powerful to the point of being broken. Oh, and they tend to be covered in the dust that caused them to turn, which makes more husks if you touch it. And they keep all the combat skills they had before they got husked. Yes, your legendary Axe Lord clad in adamantine armour can become a thrall. This thread from the forums suggests that not even DEMONS can fight to more than a standstill with a swarm of husks.
      • Embarking next to a necromancer tower is considered a spectacularly horrible (read: Fun) idea, and for good reason. In their debut version (0.31.x), necromancer sieges came carrying zombies in swarms of hundreds — which the accompanying necromancer could quickly multiply into thousands, due to the effect of body parts counting as reanimatable. 0.40.x scaled down the numbers of zombies, only in exchange for the zombies carrying weapons and armour.
  • FTL: Faster Than Light has the dreaded Boarding Drone. Unlike normal boarding parties, the drone doesn't get teleported in, instead getting fired through your ship's hull (and ignoring shields), automatically breaching whatever room it hits. Since it's a robot, it can't be suffocated; you either have to knock drone control offline (which immobilizes it) or destroy it (which means the enemy will just fire another drone, punching another hole in your ship). And they have boosted health, meaning most races can't go one-on-one and expect to live. The only bright side is that a Defense Drone mk1 can shoot them down, but it doesn't mean much when they'll just keep firing until one gets through.
    • AE now gives us another boarding drone with the Ion Intruder, which is arguably much worse. Instead of slowly dealing damage to a system it *instantly* ionizes a system for 3 Ion damage, removing and locking 3 power bars for 15 seconds ( which is enough enough to lose 2 layers of shields). The catch? Even if you send crew, this still happens and it will now also stun them for 5 seconds in a breached room. Afterwards, the drone will just go to another room to ionize that system too, and than will cycle back to the breached room in most cases. While it does have less health than the normal boarding drone, the instant inoization and the stun makes it rather difficult to fight. If one of those lands on your shields or weapons, you better hope you can finish the enemy or run away very soon.
    • Ion Storms, a randomly occurring environmental effect in Nebula nodes. Running into one cuts your reactor output in half and depowers systems at random accordingly. This works on your enemy, too, but they can generally manage greater reactor output than you can. When you have to juggle power between your weapons, shields, engines, and life support, you can expect the enemy waiting for you to put some big holes in your hull before you make it out of there. Fortunately, having the Long-Range Scanners augment you can see the storms from afar and avoid them accordingly.
    • Crystal ships only show up near the end of That One Sidequest, but they are very capable of putting a serious crimp in said sidequest. They're armed to the teeth with weapons unlike any you've seen before: their main weapons ignore one layer of shields and don't run on ammo, while they also have bombs that lock down a room, preventing anyone from leaving or entering the room until the effect wears off. For your sake, let's hope the final quest marker is close to the entrance, or you could very well be doing that huge sidequest again.
  • The Binding of Isaac has several, especially in Wrath of the Lamb, and all of which can make your life miserable.
    • Trites from Wrath of the Lamb are literal spiders with upside-down humanoid faces and blood on their teeth. They have a fairly large amount of health, and have a very erratic and tough leaping attack like that of a Hopper, but farther and faster. The worst part is that they can be found immediately as the game starts, should you start in the Cellar.
    • Knights are found in The Depths and onwards, and amble around the room until you cross a cardinal direction to them in a medium range, at which point they charge you until they hit something. They can also only be hit from the back, and often hide in between thin rocks, making it extremely difficult to circle them and maybe impossible depending on your speed and shot speed. They have an upgrade in the form of Selfless Knights, which are even more aggressive and even harder to circle around.
    • Mask + Hearts from Wrath of the Lamb are a floating mask and disjointed human heart that act as one being. The invulnerable mask chases you around the room similar to the Knight, but faster, while the heart attempts to hide from you and shoots in the four cardinal directions rapidly if you corner it. Often the masks will chase you into a corner of the room while the hearts huddle in the opposite corner, and should you dodge all the masks, you will take damage from the hearts' shots.
    • Babies teleport around the room, screaming and shooting blood tears at you. Their teleports make them a tricky target to hit, and the constant confusing volleys of shots makes it very difficult to dodge. Their upgrade in Wrath of the Lamb, the Angelic Baby, is far worse as it has a triple shot that further crimps your dodging ability.
    • Hangers from Wrath of the Lamb are one of the worst by far. They dangle from the ceiling and slowly edge around the room, shooting triple shots whenever it locks onto you. Every time it shoots you, you lose three cents, two of which are dropped for you to possibly reclaim and one which is lost forever. Touching one of these Hangers results in incredibly fast money drain in addition to damage. To make matters worse, they are orbited by an Eternal Fly, which blocks shots that hit it and breaks free to hit you when its parent Hanger dies. And Hangers come in groups of two or three, often in rooms with turrets.
    • Holy Leeches, also from Wrath of the Lamb, are incredibly difficult. They are upgraded Kamikaze Leeches, which rush at you very quickly and explode, dealing large amounts of damage. They also have an Eternal Fly to block shots, and have upgraded health. They spawn in groups of five, meaning you will inevitably be cornered.
  • Doom The Roguelike have a number of really nasty monsters that can end your run in a hurry.
    • As known by the DoomRL community, the VMR (Archviles, Mancubi, and Revenants). Archviles have the most HP of any non-boss and non-nightmare monster, are one of the fastest monsters, have a very powerful attack that can only be dodged if your speed is fast enough, and most importantly, are capable of fully reviving any dead monster in their sight. Mancubi have very high HP and high natural armor, and have the deadliest attack of any monster in the game (which consists of them firing three rockets that individually deal very high damage, and have a large splash radius that can result in you getting hit by all three if you're near a wall, resulting in extreme damage if not an instant kill), though they are hindered by their extremely low speed and being easy to corner shoot. Revenants, while not having as high of HP as the other high tier monsters, are fast and shoot a powerful projectile with a splash radius that aims at the tile the player was standing on, which results in their attack never missing. The threat of the VMR can be easily nerfed though, as they all deal fire damage in their projectile attack, and fire damage is very easy to gain resistance to (a simple fireproof armor assembly on Red Armor will give the player a Red Armor with 55% fire resistance, which can even make the full brunt of a Mancubi blast easily brushed off). There's also the Fireangel perk if you really, really, really hate these guys; it makes you completely immune to splash damage, nerfing them even more at the cost of other master perks.
    • Arachnotrons, which while lacking any special traits, are fast, have high HP and armor, and have a rapid fire weapon that can deal high plasma damage and is difficult to dodge all the blasts. Fortunately for the player, Arachnotrons are extremely weak in melee (having a weak melee attack and taking 50% more damage from melee attacks), which can be enough to keep them from being demonic spiders.
    • If a monster has Nightmare in front of its name, you're not going to have a good day. Pretty much every one of them has more HP, speed and even stronger attacks than their original incarnations. This turns into even more of a nightmare with monsters that are already demonic spiders all their own, such as Archviles and Arachnotrons.
    • Barons of Hell can also qualify. While their HP isn't as outstanding as it was in the original Doom (in DoomRL, their HP and armor values are equivalent to Mancubi), and their attacks aren't as dangerous as the attacks from the monsters above, they have two unique traits that make them a huge threat to your survival. The first trait is that they're the only monster whose projectile deals acid damage (besides the Bruiser Brothers, which are a boss form of Barons). Acid damage is by far the most difficult type to obtain resistance to (the opposite of the fire damage from the VMR), and acid deals double damage to your armor (just two hits from a Baron is enough to possibly bring Red Armor from full to below 50% durability). As such, Barons will nearly always hit you hard, and will brutalise your armor (which in turn, softens you up for them and the other demonic spiders). The other trait Barons have are that they are able to pick up and wear armor themselves, as well as pick up and use healing items, which has a twofold effect. Combined with their already high HP and natural armor, an armored Baron can take a ridiculous amount of hits to kill. And when you bring a Baron to near death, they can use a large medkit and bring themselves back up to full health instantly. Besides this making them being capable of taking even more hits to kill, it deprives you of armor you may need (you can get the armor they wear when you kill them, though the armor would be severely damage if not destroyed), and of the medkits that are vital to survival. Overall, while they may not provide the immediate threat the other demonic spiders do, they provide a greater threat to your long term survival, and a bad encounter with them can cripple your chances of ultimately winning even if you survived the encounter.